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Description
StalDayZ-System
A mod for Minecraft 1.16.5 / Forge 36.2.42: DayZ-style inventory and damage system, complemented by STALKER mechanics. Being developed for a public multiplayer server. Status: Early development, version 0.0.1. Not playable yet. See what works and what doesn't indocs/INDEX.md. Please read it before making assumptions about the project's readiness.
About the Mod
- Inventory without an inventory. There is no global "vanilla-style" grid. Items have a cell size and are stored inside equipped gear: a backpack provides a grid, a tactical rig provides a grid and quick-access slots, a belt provides its own slots. A naked player has exactly two hands and nothing else. An assault rifle takes up several cells and won't fit in a pocket.
- Zone-based damage. The hit zone is determined by a raycast with a slight conical spread, not just a point of contact. Nine types of damage instead of vanilla armor: bullet, tear, blunt, explosion, burn, shock, chemical, radiation, and psi. Each clothing item has its own protection and degradation for each damage type individually—a hazmat suit blocks chemicals almost entirely, but any tear compromises its seal.
- Survival. Clothing wetness, thermoregulation, nine status bars, twenty-two conditions ranging from bleeding and fractures to hypothermia and radiation sickness.
Quick Start
./gradlew-j8.sh build
gradlew directly: it sets JDK 8 and an ASCII directory for temporary files. The reason is explained in docs/AGENTS.md §2.
To launch the client: ./gradlew-j8.sh runClient.
For the server: ./gradlew-j8.sh runServer.
Documentation
| File | Description | When to read |
docs/INDEX.md |
Project map: what works, what doesn't, where to read about it | Start here |
docs/AGENTS.md |
Project rules: platform, build, boundaries, tests, process | Before making any code changes |
docs/architecture.md |
Packages, dependency rules, decisions → classes, implementation order | When writing code |
docs/inventory-design.md |
Inventory: 23 decisions, error catalog, stages | When modifying the inventory |
docs/damage-design.md |
Damage: 8 decisions, wetness, degradation, armor plates | When modifying damage |
docs/content-dayz-equipment.md |
DayZ equipment catalog and pack reconciliation | When adding items |
docs/TODO-audit.md |
Post-audit debt with priorities and tracking | When looking for something to do |
docs/CHANGELOG.md |
Commit-based journal | When you need to remember when something was added |
grep; do not read them entirely.
Code Structure
stdz.core.util · grid · hit · data · persist pure Java, tested without the game
stdz.core.reload · config · audit · tick · net Forge layer on top of the core
stdz.core.equipment · hooks · access shared between inventory and damage
stdz.inv.* inventory: model, capability, engine, tick, death
stdz.client.* everything that does not exist on the server
stdz.content 163 content-pack items
stdz.mixin vanilla intervention points
docs/architecture.md §1.3):
- The core has absolutely no knowledge of Minecraft.
-
The inventory and damage systems cannot see each other; shared code lives in
core.equipment. - No shared class can see client classes: otherwise, the dedicated server won't start.
- Every dependency edge is explicitly encoded, not just implied by the absence of cycles.
Quality
This project is tested more rigorously than typical mods for a reason: it's for a public server, where a dupe bug or item loss costs more than a month's delay.- Every new invariant is secured by a test, and every change is verified via mutation: break it, see the test fail, revert it. A test that passes with any implementation is worse than no test at all.
- Every piece of code undergoes a five-axis review: the code itself via diff, interaction with the rest of the system, architecture, playtest readiness, and document compliance. The review is not done by the author.
- A data error from the author always results in a readable rejection with the file and field name, never just an exception.
- Where the code diverges from the document, the document is corrected, and the edit is marked as "as implemented".
Content
178 items with 92 armor models. The base is the Extinction-Z pack, used with the owner's permission, supplemented with extracted geometry and custom warm clothing. Items are described by data, not code:staldayz-content/<pack>/pack.json for registration, and profiles in data/<ns>/staldayz/item_profiles/ for sizes, protection, thermal properties, and degradation. An admin can override anything via the config layer without touching the pack.
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Author: rayman.Screenshots
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